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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Perform explicit casts from UINT8 to UINT16 for SoldierID
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@@ -632,7 +632,7 @@ void STRUCT_AIData::ConvertFrom_101_To_102( const OLDSOLDIERTYPE_101& src )
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this->bMoved = src.bMoved;
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this->bHunting = src.bHunting;
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this->ubLastCall = src.ubLastCall;
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this->ubCaller = src.ubCaller;
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this->ubCaller = static_cast<UINT16>( src.ubCaller );
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this->sCallerGridNo = src.sCallerGridNo;
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this->bCallPriority = src.bCallPriority;
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this->bCallActedUpon = src.bCallActedUpon;
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@@ -694,7 +694,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->sLastTwoLocations[0] = src.sLastTwoLocations[0];
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this->sLastTwoLocations[1] = src.sLastTwoLocations[1];
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this->ubID = src.ubID;
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this->ubID = static_cast<UINT16>( src.ubID );
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//this->bReserved1 = src.bReserved1;
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this->ubBodyType = src.ubBodyType;
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@@ -717,7 +717,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->ubWaitActionToDo = src.ubWaitActionToDo;
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this->ubInsertionDirection = src.ubInsertionDirection;
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this->bGunType = src.bGunType;
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this->ubOppNum = src.ubOppNum;
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this->ubOppNum = static_cast<UINT16>( src.ubOppNum );
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this->bLastRenderVisibleValue = src.bLastRenderVisibleValue;
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this->ubAttackingHand = src.ubAttackingHand;
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this->sWeightCarriedAtTurnStart = src.sWeightCarriedAtTurnStart;
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@@ -756,8 +756,8 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->uiAIDelay = src.uiAIDelay;
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this->sReloadDelay = src.sReloadDelay;
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this->ubAttackerID = src.ubAttackerID;
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this->ubPreviousAttackerID = src.ubPreviousAttackerID;
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this->ubAttackerID = static_cast<UINT16>( src.ubAttackerID );
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this->ubPreviousAttackerID = static_cast<UINT16>( src.ubPreviousAttackerID );
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this->sInsertionGridNo = src.sInsertionGridNo;
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@@ -808,7 +808,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->pCurrentShade = src.pCurrentShade;
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this->ubFadeLevel = src.ubFadeLevel;
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this->ubServiceCount = src.ubServiceCount;
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this->ubServicePartner = src.ubServicePartner;
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this->ubServicePartner = static_cast<UINT16>( src.ubServicePartner );
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this->pThrowParams = src.pThrowParams;
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this->bReverse = src.bReverse;
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this->pLevelNode = src.pLevelNode;
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@@ -931,7 +931,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->ubSoldierClass = src.ubSoldierClass; //admin, elite, troop (creature types?)
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this->ubAPsLostToSuppression = src.ubAPsLostToSuppression;
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this->ubSuppressorID = src.ubSuppressorID;
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this->ubSuppressorID = static_cast<UINT16>( src.ubSuppressorID );
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this->ubDesiredSquadAssignment = src.ubDesiredSquadAssignment;
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this->ubNumTraversalsAllowedToMerge = src.ubNumTraversalsAllowedToMerge;
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@@ -946,7 +946,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->bBlockedByAnotherMercDirection = src.bBlockedByAnotherMercDirection;
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this->usAttackingWeapon = src.usAttackingWeapon;
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this->bWeaponMode = src.bWeaponMode;
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this->ubTargetID = src.ubTargetID;
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this->ubTargetID = static_cast<UINT16>( src.ubTargetID );
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this->bAIScheduleProgress = src.bAIScheduleProgress;
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this->sOffWorldGridNo = src.sOffWorldGridNo;
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this->pAniTile = src.pAniTile;
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@@ -966,8 +966,8 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->bOldBattleSnd = src.bOldBattleSnd;
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this->iBurstSoundID = src.iBurstSoundID;
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this->bSlotItemTakenFrom = src.bSlotItemTakenFrom;
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this->ubAutoBandagingMedic = src.ubAutoBandagingMedic;
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this->ubRobotRemoteHolderID = src.ubRobotRemoteHolderID;
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this->ubAutoBandagingMedic = static_cast<UINT16>( src.ubAutoBandagingMedic );
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this->ubRobotRemoteHolderID = static_cast<UINT16>( src.ubRobotRemoteHolderID );
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this->uiTimeOfLastContractUpdate = src.uiTimeOfLastContractUpdate;
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this->bTypeOfLastContract = src.bTypeOfLastContract;
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this->bTurnsCollapsed = src.bTurnsCollapsed;
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@@ -1003,7 +1003,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->usValueGoneUp = src.usValueGoneUp;
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this->ubNumLocateCycles = src.ubNumLocateCycles;
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this->ubDelayedMovementFlags = src.ubDelayedMovementFlags;
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this->ubCTGTTargetID = src.ubCTGTTargetID;
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this->ubCTGTTargetID = static_cast<UINT16>( src.ubCTGTTargetID );
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this->uiMercChecksum = src.uiMercChecksum;
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@@ -1027,7 +1027,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->pGroup = src.pGroup;
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this->ubLeaveHistoryCode = src.ubLeaveHistoryCode;
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this->bOverrideMoveSpeed = src.bOverrideMoveSpeed;
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this->bOverrideMoveSpeed = static_cast<UINT16>( src.bOverrideMoveSpeed );
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this->uiTimeSoldierWillArrive = src.uiTimeSoldierWillArrive;
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this->bVehicleUnderRepairID = src.bVehicleUnderRepairID;
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@@ -1040,7 +1040,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
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this->iTuringSoundID = src.iTuringSoundID;
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this->ubLastDamageReason = src.ubLastDamageReason;
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this->uiTimeSinceLastBleedGrunt = src.uiTimeSinceLastBleedGrunt;
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this->ubNextToPreviousAttackerID = src.ubNextToPreviousAttackerID;
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this->ubNextToPreviousAttackerID = static_cast<UINT16>( src.ubNextToPreviousAttackerID );
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this->bDoAutofire = src.bDoAutofire;
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this->numFlanks = src.numFlanks;
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this->lastFlankSpot = src.lastFlankSpot;
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